@magno
Cultmaster failed to give spellcasters.
It may be hard to troubleshoot because I have multiple creature boosting things on the same hero. A Tier 1 Regalia artifact (which brought 9 skeletons correctly), Mummy production (which summoned 2 Mummies correctly) and Cultmaster (which should have brought 2 Liches but did not). Hero is Thant.

edhelmegil said:When I use the 'swap artifacts' option from the map mixer I get a lot of artifacts on the map that have no name when you hover over them and when you take them, there is actually nothing there. Is this supposed to work this way?

I had the same problem. It turns out that map had its own GameMechanics folder with its modified creatures reftables and artifacts.

@Magno
I finished the translation of RC10Beta into Polish, but before I release my work I have a question. Mass bloodlust, mass deflect arrows, mass forgetfulness and mass stoneskin have exactly the same descriptions as their basic non-mass versions. Is it a oversight or are these spells no longer have area effect?

nice work, I recall some mass (and empowered) desc had unneeded extra info I removed, but as result they may have ended up the same. But as I said a lot of spell desc were quality improvements and it is mostly up to you to review the quality of the polish desc and if they need changes at all.
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magnomagus said:nice work, I recall some mass (and empowered) desc had unneeded extra info I removed, but as result they may have ended up the same. But as I said a lot of spell desc were quality improvements and it is mostly up to you to review the quality of the polish desc and if they need changes at all.

Edit1: I played a little and accidentally noticed a small mistake. Fire trap spell has wrong calculation. The description says that 5 mines will appear and after hero cast spell appear only 4. I tested it few times. The hero is named Tavez.

2) Summoning feels like you completely nailed it. Lots of situational stuff, but POWERFUL situational stuff. Everything is perfect about it except Fire Trap is just a bit too strong in my opinion. Great, fun, flexible school... perfect as an 'arcane' school.

3) Dark Magic is kinda a low pick (at least for me) for week 1. If you get Dark early, you kinda pray for Master of Mind so you can actually do something with it (mass slow/mass confusion) at the early tiers. Before, level 1 Sorrow offered something to do against higher tier stacks, even if it was worse than Level 3 Sorrow. Dark starts getting good starting at tier 3, but the other schools have more to offer early weeks. Maybe you guys will tell me I'm a moron

4) I really like Teleport being with Dark. The factions that have units that really benefit from Teleport all tend to be Dark favored factions. This is a great wrinkle added to the game.

5) I realize this is a holdover from 9b, but Regeneration is just too damn strong with current coefficients for a level 3. Put it on a high init level 7 like Emeralds, and it gets almost Vampirism-like (with no mechanical/undead limitations!) as far as creeping. If I don't get this spell in my guild, I grab Master of Life to pick it up - it's that good for creeping.

6) I know its hard-coded, but Channeling is just flat out wrong in the game right now. Insane 100+ spell power phoenixes... immortal Celestial Shield/Regenerating Emeralds, crazy AOE destruction... It sticks out as the most obvious play balance issue in 10b.

I think thatprimary skills of attack and defense (2.5%) is too week. This makes high-level creatures weak. They no longer correspond to their value. If you leave a percentage of 2.5%, then you need to lower the cost of high-level creatures and their town buildings.

Regeneration feels almost like a cheat. I never have to use Resurrection (which comes at a cost of reduced HP, is a higher level, more expensive spell). Regeneration on even Tier 6 units will get a good player through virtually all battles against neutrals and banks (unless it's a custom stack you're fighting), from early to very late game. Especially for some factions like Haven, Fortress, Academy, Regen on Tier 6 definitely wins you the game.

A little nerf would help balance. Maybe increase the base a little and lower the multiplier? 40-50-60-70 plus 4x-5x-6x-7x? (for those who don't know, these indicate % of HP of the creature to be regenerated)
Also, decrease the SP multiplier in duration to 0.05.

Currently, Expert Resurrection at 20SP brings back 1200HP. For a creature with 200HP, that is 6 units.
Expert Regeneration now would bring back 260% of total HP for 4 turns, that is 1040% total, which means 10 units+. This only at 8 mana.

The numbers I proposed, as for example, would lead to Expert Regen bringing back 210% for 3 turns. That is 6 units plus a little. More balanced, IMO.

In case of Channeling, why don't we just get rid of it, and equip the High Druids with a good supportive spell, like a re-balanced Regen at Basic level? Also give it the Mana Feed ability, like the other upgrade, Druid Elder. And, remove the Endurance spell from Druid Elder. This way, Druid Elder becomes the offensive unit, High Druid becomes the support unit.

Channeling is problematic, you can't really limit your hero's knowledge to put a cap to its bonus.

Maybe reduce their initiative to 9 so that the opposing army is not under threat of an instant rain of destructive at full power? At least the units with average initiative would have the time to move out of the way or attack and reduce their numbers before they channel.
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Strong people don't put others down. They lift them up.
-Darth Vader

thGryphn said:
In case of Channeling, why don't we just get rid of it, and equip the High Druids with a good supportive spell, like a re-balanced Regen at Basic level? Also give it the Mana Feed ability, like the other upgrade, Druid Elder. And, remove the Endurance spell from Druid Elder. This way, Druid Elder becomes the offensive unit, High Druid becomes the support unit.

Building on this, some stats changes would be called for with the purpose of making the High Druid less offensive and more supportive. Increase defense to 12 (from 8), decrease attack to 9 (from 12), increase HP to 38 (from 34), increase mana to 16 (so it can cast two Regens).

EDIT: @magno, about regeneration, I hadn't given the deepest thought on the numbers up there, so please feel free to give another thought and fine tune

I have not tested this for animations and effects, but if sprites get the syphon mana ability instead of cleansing and channeling will cost more mana than the high druids default amount. Then it becomes impossible to use channeling against neutrals and heroes will have more time to counter. (channeling wasn't overpowered in hero vs hero battle anyway)
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magnomagus said:I have not tested this for animations and effects, but if sprites get the syphon mana ability instead of cleansing and channeling will cost more mana than the high druids default amount. Then it becomes impossible to use channeling against neutrals and heroes will have more time to counter. (channeling wasn't overpowered in hero vs hero battle anyway)

Wouldn't it be better if sky and earth daughters (stronghold) were immune to mind control and had 26 base spell points so they can cast dispel spell instead of goblin witch doctors?
Hardly makes sense that T1 creature can be immune to mind control, have 40 spell points and cast dispel.
And what is exactly needed number for goblin witch doctors to reach the point when defile magic is begging to act as a counterspell, and couldnít that problem be solved by reducing their health to 2, or 3?

Well, stronghold T4 are melee casters, so it does make sense for them to cast cleansing, more then for T1, especially because cleansing became so expensive and it is casted on expert level.
I agree that defile magic is uninteresting, but I donít know if it is broken. Goblin witch doctors could have weakening strike or purge instead of defile magic.
What about shatter perks?
Also, can dragonblood crystals be found somewhere on the map, can default number given by the shutter skills be somehow raised?